Every Week It's Wibbley-Wobbley Timey-Wimey Pookie-Reviewery...

Saturday, 30 August 2025

Dangerous Disapora

When Malcolm Donnaughy, an aspiring Boston politician with links to Irish nationalism is found decapitated in his back yard, followed by Michael Cyr, a New York journalist who wrote about Irish War for Independence, hoping for a peaceful resolution, and then, Corinna Franz, a German immigrant in Boston, questions are asked. In the fractious and often hot tempered has ardent nationalism turned into a bloody vendetta for one faction against all others? Or is there something else going on. It is set in late 1920 in Boston and New York, and points between, as the USA stands on the brink of tremendous change in the aftermath of the Great War. As a result of their contributions to the war effort, women have already received the vote following the passing of the 19th Amendment, but many other groups campaign, raise funds, and foment for radical change. None more so than amongst the Irish diaspora in North America. As the Irish War of Independence rages on the other side of the Atlantic, the disparate groups amongst the Irish nationalists cannot agree on what they want exactly, even though they may share a common cause.

This is the set-up for The Wild Hunt: A Race Across the North-Eastern U.S. to Confound an Ancient Imported Evil, a scenario for Call of Cthulhu, Seventh Edition, published by Stygian Fox Publishing. It is set against a backdrop of radical change and often radical activism that the scenario takes the time to explain, not just for the benefit of the Keeper, but also for the player as several of the pre-generated Investigators are activists—radical and otherwise. Further, these activist roles are represented by some of the new Occupations included in
The Wild Hunt, whilst others, no less political, represent the establishment. The political Occupations include the Activist, the Political Animal, and the Political Machine Lieutenant. The more mundane Occupations consist of the Bootlegger, the Knocker-Upper, literally someone who goes round the city waking people up by knocking on their windows, the Messenger/Runner, the Performer, the Pinkerton Agent, Prohibition Agent, and Travelling Salesman. The only outré Occupation is the Occultist. Some of these are new, others are variations upon those found in Call of Cthulhu, Seventh Edition.

Setting up the scenario in terms of the Investigators requires some decisions to be made by the Keeper. Some of the pre-generated Investigators are members of law enforcement, some are activists or political operators, others are journalists or connected to the book trade. Each is connected to the investigation in some way and the ten are equally divided between Boston and New York. Some care is required to get them involved and working together, especially if they come from different cities.

Once set up, the scenario proper begins with the discovery of Corrine Franz’s dead body, perhaps even by one of the Investigators. After this, the investigation begins to clip-clop along in a timely fashion, Corrine’s ex-student, turned book thief, toy boy boyfriend (and likely thief from the bookshop owned by one of the pre-generated Investigators) providing the first clues, leading to the dirtiest speakeasy ever (really, it is under a coke plant) and onto New York’s Book Row. Key to continuing the investigation is learning the names of one or more activists connected to what turns out to be an extreme wing of the Clan na Gael, a fundraising organisation dedicated to the establishment of an Irish free state. Once the names are known, the investigation can swing into high gear and multiple lines of inquiry open up. This includes tracking their activities before and after the Great War, having been very busy in the last two years. The Investigators may even have the aid of other Irish nationalists embarrassed at quite what these extremists are doing in the name of the cause.

Ultimately, the Investigators will have enough information to have some idea of what the Irish nationalists-turned-cultists have been trying to do and what they might have unleashed. It is possible for the Investigators to stumble into the final scenes, which will involve a confrontation with the cultists and then what they have summoned, but hopefully by the time they do so in the back woods of Massachusetts, they will have at least learned enough information to have a good idea what is going on. And what is going on, as the title of the scenario suggests, is that the cultists are attempting to summon and harness something out of Celtic myth as a means to aid the Irish nationalist. Of course, this being a Call of Cthulhu scenario, this has not gone well and now, the cultists are suffering the consequences, scared, almost mad, but coherent. Facing the summoned threat is challenging, again, dedicated research should be enough to forewarn and perhaps, even forearm the Investigators.

The scenario is very well supported. The clues and links are made clear, the NPCs are nicely detailed, and there are lengthy sections devoted to library research in both Boston and New York, and there are detailed write-ups of the Mythos tomes that appear in the scenario. There is also a handful of new Mythos spells too. The various handouts are very well done and do include a puzzle that the players may have to work out.

The Wild Hunt is not a Mythos scenario per se, but rather that its monstrous antagonists are a Mythos interpretation of Celtic myth, one that the scenario’s human antagonists believe too much in and fall foul of. This is then layered out over the American north-east of New York and New England, taking in a little of Lovecraft Country along the way, from the heights of academia to the lows of the dirtiest dives imaginable, and then out into the swamps. Around this is built a rich, meaty investigation that will be really enjoyable to conduct with numerous interesting NPCs to portray—even the minor ones. The jazz trio of Black American NPC investigators deserve not just a mention, but scenarios of their own, suggesting a link to Harlem Unbound, whilst there are links to Masks of Nyarlathotep in the scenario, and thematically at least to Cthulhu Ireland. The scenario is not dissimilar to The Order of the Stone: A Horror Mystery in Three Parts, which could even be run as a thematic sequel to The Wild Hunt.

Physically, The Wild Hunt is pleasantly presented. The layout is clean and attractive, though it could be tighter in places, and the maps are well done. What stands out is much of the artwork, done in pastels that gives it a distinctive look reminiscent of Edward Hopper.

The Wild Hunt: A Race Across the North-Eastern U.S. to Confound an Ancient Imported Evil explores a side of its default period rarely explored in Call of Cthulhu. Its presentation of activism and especially Irish nationalism is maturely handled, though warrants the ‘For Mature Gamers’ label on the cover. This is a very good investigative scenario, with a string emphasis on the investigation before the horror is confronted, mixed with an enjoyably unhealthy dose of politics.

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